From: Yep, me again (acb@duke.cs.duke.edu)
Date: Sat 18 Aug 1990 - 09:56:33 EEST
Regarding helmets: it would also be nice to make up a system where they affect
perception skills. I agree with you on armor though; I liked the old system
except that they rounded weights to the nearest ENC point. I'd prefer a
smoother system without "breakpoints," i.e. the armor for some 5'6" weighs
slightly less than the armor for someone weighing 5'8" and so on.
Incidentally, I'm considering trying to map normal distributions so that I can generate results from 2-12 and 3-18 with a bell curve shape and potential infinite resolution. Not a real important project, but it could be fun.
I'm still waiting for Keith to send me his system for smoothed damage bonuses (hint,hint.)
As for similar skills, I mention that idea because I would like to have the option of specializing skills somewhat more than the straight rules. For example, devise and sleight cover a variety of actions. If you've looked at the huge list of skills for Rolemaster in the Companion II, you 've seen a huge list of potential skill breakdowns. I don't think this is always necessary, but if it can be created as an extension to the game, it could be beneficial for precise character development.
I agree with you, it's hard to learn attack and parry separately. I make them related skills simply because you can't train one without training the other. I'd like to come up with a system where you learn fighting *styles* -- one- handed weapon and shield, two-handed weapon, fencing, florentine, etc. instead of learning a specific weapon, and within a fighting style you might learn how to use a specific type of weapon.
I believe I mentioned that training with a particular weapon (not weapon type), like a favorite shortsword or grandfather's old morningstar, ought to give you skill with that particular weapon. That way, the penalty for using a weapon of a slightly different weight or balance is that you haven't that extra bit of training in it. Perhaps 10% of training could be counted as being with the particular weapon, and thus with another weapon you have only 90% of your training effect.
I don't like extremes like half skill or even -20%, except when the weapon or whatever is substantially different from the one you're used to. Although I like the idea of being better with a weapon that is specially made for one's physique, and I'm not sure how to fit that in the grand scheme of things.
I agree with you that two-handed damage should be higher than one-handed, and larger people should be able to use larger weapons.
Re: skill increases: I think battlefield skill use should be significant, to the point of actually being a method of learning. It's the old heat-of-battle training idea. Lore skills are actually unlikely to go up because you use them, but in adventuring you may learn something new which would increase them.
-Andrew (acb@duke.cs.duke.edu)
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